Starting at 3rd level you may now specialize into a unique skillset. You may pick a subclass and gain abilities as you level up. As a Fighter you gain Archetype abilities at 3rd level, 7th level, 11th level, 14th level, and 17th level.
Ability Score, Feat, Prestige
At 4th, 8th, 12th, 16th, and 19th levels you may choose to distribute 3 points to any of your ability scores to a maximum score of 20. You may also choose to expend 1 of these 3 points to gain proficiency with an armor type one class above what you currently are proficient in, a shield weight one class above what you are proficient in, or a set of tools you possess. Additionally you may choose to expend a number of points to gain a level of familiarity with a weapon or weapon type. You may expend 1 point to gain familiarity with a weapon style or proficiency with a weapon type, and 2 points to gain expertise with a weapon. You may not gain a level of familiarity more than one level above what you currently know, and you may not gain more than one level of familiarity with a weapon style or type you just gained this level.
Alternatively you may choose to forgo these buffs and instead choose either a feat or a level into a prestige class if you meet the prerequisites.
Extra Attack
Starting at 5th level, when you make an attack action you may make an additional weapon attack against the same creature as well. If the target of your first attack dies or is unable to be targeted by your attack action, you may instead swing at another creature.
Second Wind
At 6th level, on your turn you can use a Bonus Action to regain Hit Points equal to 1d6 + your Fighter level once per long rest. At 13th level you may do this three times per long rest.
Bonus Attack
At 9th Level, you gain the ability to use your bonus action to make an attack. This attack is not effected by class features or racial abilities that would allow you to attack more than once unless it specifically states otherwise.
Action Surge
At 10th level, Twice per long rest you may gain an additional action. Action surge's may not be used more than once a round or in the round following a prior action surge. At 15th level you gain an additional 2 charges of Action surge.
Indomitable
Starting at 18th level, once per long rest you may enter a state of extreme ferocity and combat awareness. For the entire round you roll with advantage on attack rolls, and when rolling damage you roll your damage twice taking the higher numbers.
Archetypes
Archetypes
Magus
Magus Casting
At 3rd Level, you gain the ability to cast spells through your weapon prowess and willpower. As a result you gain 3 mana and learn 2 spells of 1st level or below. Your Spell casting modifier is half of your Wisdom score rounded down to a minimum of 0. Every time you gain a level in Magus you gain an amount of mana equal to 1d4 + your spell mod and 1 spell of 1st level or lower. At level 11 you can now learn 2nd level spells, and at level 17 you may now learn 3rd level spells. Additionally when casting spells
At 14th level, whenever you make a spell attack as an action with your infused weapon in your hand, you may use your extra attack feature against a creature within range as if you had made an attack action.
Fluid Casting
Starting at 7th level, once per round when you make a weapon attack action, but before you roll, you may cast a spell on yourself, your armor, or your weapon as a free action. Spells cast this way have their mana cost reduced by half up to a number equal to your proficiency Bonus, and activate before the attack lands or misses. Spells that require a mana cost of X such as Counterspell are not affected by the mana reduction.
Additionally, when you cast enchantments onto your ranged weapons, you may pay 1 mana to transfer the enchantment onto a loaded projectile as a free action. You may put as many enchantments onto a projectile paying 1 mana for each enchantment. You may do this a number of times based on the enchantments original duration, where each enchanted projectile reduces the duration by 1 round.
At 11th level, when you cast a spell as your action or bonus action, you may double your spell casting modifiers for the spells Attack Roll, Spell Save, and Damage. If you have made a successful weapon attack against a creature that you are casting a spell on as an action, the target creature has minus a number equal to your weapon's base attack modifier (Proficiency + Str/Dex mod + Weapons bonus to hit) on any Wisdom, Intelligence, or Charisma saves.
Arcane Winds
At 11th level, When you use Second Wind, you also regain an amount of mana equal to 2d4+Spell Mod.
Battle Infusion
At 14th level, during a long rest you may choose to attune to a weapon or armor piece you have proficiency with and infuse it with an enchantment you know. The enchantment now lasts so long as you wield it and remain attuned to it. If you no longer posses the infused item, the enchantment remains dormant until it is returned to your possession. If the weapon or armor already requires attunement, it now requires an additional attunement slot. If the armor or weapon is destroyed the attunement slot(s) required for it do not vanish, instead requiring you to unattune with it over a long rest. While attuning or unattuning with your armor or weapon, you do not recover any mana or recover from any
Afflictions and Conditionsunless otherwise specified by the DM.
Enchantments that specify that the effect only lasts for the next attack are not persistent. Instead, they posses one charge which may be used as a free action declared before your attack. When the charge is used, the next attack gains the effect. The charge only regenerates whenever one of the following conditions are met:
You regain an amount of mana higher than your spell mod. In order to regain a charge you must reduce the mana gained by 1.
When you land a critical hit with the infused weapon. This fails if the rolled damage is the minimum damage that could be rolled.
When you use a charge of action surge or second wind.
At the start of your turn, 1 minute (10 rounds) after the last charge was consumed.
You may only regain a single charge from each method per round.
Close-Quarters Magic
At 17th level, when you are wielding a melee weapon that you have expertise with, you may apply the mana reduction from fluid casting to any spell you cast within 10ft of your weapons range. If you are wielding an infused weapon you have expertise in, the range becomes 15ft. This is decreased by 5 feet for every piece of armor worn or weapon/shield wielded that you do not have a level of familiarity or proficiency with.
Infused Strikes
At 20th level, whenever you make a critical weapon attack against a creature with a weapon you regain 1 mana. When you make a successful weapon attack with your infused weapon or weapon you have enchanted you regain 2 mana, doubling this amount on a critical hit. When you cast a spell as an action, your next attack this round with your extra attack feature has a bonus equal to your spell mod to hit. After fluid casting a spell or casting a spell as a bonus action, your next weapon attack also gains +1 to hit.
Additionally, while wielding with your infused weapon, the range of your Close-Quarters Magic feature is doubled. If your infusion is on your armor all allied creatures within a 10ft radius gain +1 to hit on weapon attacks and -1 mana to spells.
Champion
At 1st Level
At 3rd Level
At 7th level
At 11th level,
At 15th level
At 18th level
At 20th level,
Battle Master
At 1st Level
At 3rd Level
At 7th level
At 11th level,
At 15th level
At 18th level
At 20th level,
Tribal
At 1st Level
At 3rd Level
At 7th level
At 11th level,
At 15th level
At 18th level
At 20th level,
Gunslinger
At 1st Level
At 3rd Level
At 7th level
At 11th level,
At 15th level
At 18th level
At 20th level,